OnePotWonder
Inkling Fleet Admiral
- Joined
- Jan 31, 2024
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- 891
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- Marooner’s Bay
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- He/Him
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- SW-2068-8904-6306
Originally I had a pun for the title, but something straightforward seemed like it would work better.
This is a simple thought exercise; how could sub weapon balance be optimized if all we can change is ink cost? Here's my take.
Subs that already have optimal ink costs:
Ink Mine - 55%
Ink Mine is a Good™ sub weapon that fills its role effectively, though its lack of range means it struggles to compete with most bombs in terms of general paint and mid-fight utility. A 5% ink cost nudge is practically superficial with how few white ink frames it has, but it's still a handy buff that makes it quicker to plant mines close together, and go from planting mines to painting.
Sprinkler - 45%
The first drastic change is to Sprinkler, with a relative 25% cost decrease. Sprinkler has a number of uses; painting an area long-term, instant paint and a mini-shield to help escape a fight, a mini-shield / distraction for use in a fight, and a way to efficiently ink uncontested turf. A cost buff makes the sub better at all of these roles to varying degrees, with the ability to chain Sprinklers together when escaping, and leaving the user with more ink when using a Sprinkler in a fight. Overbearing paint won't even be a problem, since only one can be active at a time.
Toxic Mist - 45%
Speaking of relative 25% cost decreases, next up is Toxic Mist, with an exactly identical change. Unlike Sprinkler, Toxic Mist is just... really expensive for what it actually does, providing no paint and no damage in favor of long-lasting soft area denial. I wouldn't even be really worried about double Toxic Mist, personally. If a Mist user is willing to spend virtually their entire tank on it, denying that much space seems justified. Would Mist be actually good with this change? Probably not, but it would be significantly better.
Point Sensor - 40%
We all know and (some of us, I'm sure) love Point Sensor. This sub is all about location to the point of hyperfixation, and if location is valuable in a given meta, so too will be Point Sensor. As such, a 5% cost decrease is all it really needs to be on par with the other sub weapons in a meta that's neutral towards it.
Splash Wall - 65%
Finally, the first nerf on the list, Splash Wall. While not necessarily a top tier sub, it's a major nuisance and virtually impossible to break for a wide variety of weapons. By the nature of the thread, a more fitting HP nerf is off the table, so a 5% cost increase is the best I'm able to propose.
Fizzy Bomb - 55%/60%/65%
Now for the second most interesting change and the only other nerf, Fizzy Bomb. The sub's ink cost will scale with its charge level from 55% at no charge to 65% when fully charged. This makes accessing double Fizzy significantly more difficult, leaves partially charged mobility Fizzies unchanged, and makes combo Fizzies cheaper and more accessible. Good change, good lack of change, and good change.
Angle Shooter - 30%
Would you look at the time! It's fun-o-clock. We all know Angle Shooter is pretty underpowered. So I would decrease its ink cost by a relative 25% and let players throw three of them by default. Obviously not the best buff Angle Shooter could receive, but it would be hilarious and incredibly fun. It would also let a player splat with nothing but Angle Shooters within a full ink tank. I think it's by no means unreasonable to argue that this would be more balanced than the Angle Shooter currently in the game.
With that, sub weapon cost distribution would be as follows:
Thanks for reading through all of this.
Feel free to share your own ideas for sub weapon cost changes below, if you have different ones.
And, as always, have a wonderful day.
This is a simple thought exercise; how could sub weapon balance be optimized if all we can change is ink cost? Here's my take.
Subs that already have optimal ink costs:
- Splat Bomb (70%)
- Suction Bomb (70%)
- Burst Bomb (45%)
- Curling Bomb (65%)
- Autobomb (55%)
- Squid Beakon (75%)
- Torpedo (65%)
Ink Mine - 55%
Ink Mine is a Good™ sub weapon that fills its role effectively, though its lack of range means it struggles to compete with most bombs in terms of general paint and mid-fight utility. A 5% ink cost nudge is practically superficial with how few white ink frames it has, but it's still a handy buff that makes it quicker to plant mines close together, and go from planting mines to painting.
Sprinkler - 45%
The first drastic change is to Sprinkler, with a relative 25% cost decrease. Sprinkler has a number of uses; painting an area long-term, instant paint and a mini-shield to help escape a fight, a mini-shield / distraction for use in a fight, and a way to efficiently ink uncontested turf. A cost buff makes the sub better at all of these roles to varying degrees, with the ability to chain Sprinklers together when escaping, and leaving the user with more ink when using a Sprinkler in a fight. Overbearing paint won't even be a problem, since only one can be active at a time.
Toxic Mist - 45%
Speaking of relative 25% cost decreases, next up is Toxic Mist, with an exactly identical change. Unlike Sprinkler, Toxic Mist is just... really expensive for what it actually does, providing no paint and no damage in favor of long-lasting soft area denial. I wouldn't even be really worried about double Toxic Mist, personally. If a Mist user is willing to spend virtually their entire tank on it, denying that much space seems justified. Would Mist be actually good with this change? Probably not, but it would be significantly better.
Point Sensor - 40%
We all know and (some of us, I'm sure) love Point Sensor. This sub is all about location to the point of hyperfixation, and if location is valuable in a given meta, so too will be Point Sensor. As such, a 5% cost decrease is all it really needs to be on par with the other sub weapons in a meta that's neutral towards it.
Splash Wall - 65%
Finally, the first nerf on the list, Splash Wall. While not necessarily a top tier sub, it's a major nuisance and virtually impossible to break for a wide variety of weapons. By the nature of the thread, a more fitting HP nerf is off the table, so a 5% cost increase is the best I'm able to propose.
Fizzy Bomb - 55%/60%/65%
Now for the second most interesting change and the only other nerf, Fizzy Bomb. The sub's ink cost will scale with its charge level from 55% at no charge to 65% when fully charged. This makes accessing double Fizzy significantly more difficult, leaves partially charged mobility Fizzies unchanged, and makes combo Fizzies cheaper and more accessible. Good change, good lack of change, and good change.
Angle Shooter - 30%
Would you look at the time! It's fun-o-clock. We all know Angle Shooter is pretty underpowered. So I would decrease its ink cost by a relative 25% and let players throw three of them by default. Obviously not the best buff Angle Shooter could receive, but it would be hilarious and incredibly fun. It would also let a player splat with nothing but Angle Shooters within a full ink tank. I think it's by no means unreasonable to argue that this would be more balanced than the Angle Shooter currently in the game.
With that, sub weapon cost distribution would be as follows:
- 30% - Angle Shooter
- 40% - Point Sensor
- 45% - Burst Bomb, Sprinkler, Toxic Mist
- 55% - Autobomb, Ink Mine, Fizzy Bomb (no charge)
- 60% - Fizzy Bomb (partial charge)
- 65% - Curling Bomb, Splash Wall, Fizzy Bomb (full charge), Torpedo
- 70% - Splat Bomb, Suction Bomb
- 75% - Squid Beakon
Thanks for reading through all of this.
Feel free to share your own ideas for sub weapon cost changes below, if you have different ones.
And, as always, have a wonderful day.